#version 130

in vec3 LightIntensity;
in vec3 Position;
in vec3 Normal;
in vec4 TexCoord;

uniform sampler2D Tex1;

out vec4 FragColor;


void main() 
{
	vec2 coordUV = vec2(TexCoord.x, TexCoord.y);
	vec3 texColor = vec3(texture( Tex1, coordUV ));

	gl_FragColor  = vec4 (texColor  * LightIntensity, 0.8);
}